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ArenaNet: William Fairfield on Designing the Dungeons


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#1 Archaes

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Posted 28 June 2011 - 08:01 PM

New blog post everyone!

Link: http://www.arena.net...ng-the-dungeons

William said:

So there’s some info about what I do and a little bit about the dungeons in general. Our ultimate goal is to create an exciting experience for small groups of players and to offer them a rewarding and enjoyable challenge. I hope this has given you some insight into the process, mindset, and world of the dungeon team.
I look forward to partying up and running some dungeons with you!

Sounds like loads of fun, that tidbit on Sorrows Embrace was especially interesting.

Enjoy. ;)

Edited by Archaes, 28 June 2011 - 08:09 PM.


#2 unraveled

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Posted 28 June 2011 - 08:02 PM

Dang you're quick. Reading now...

Edit: Very cool. I love "insight posts" like this one. As a 'how does it work' person, it adds a whole new depth to the game being able to peek into the design process a little.

Edited by unraveled, 28 June 2011 - 08:08 PM.


#3 Archduke

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Posted 28 June 2011 - 08:05 PM

That was really quick. You beat me. >_<

Designing Dungeons. Now that would be a fun job. ;)

#4 Alathaea

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Posted 28 June 2011 - 08:05 PM

It's sad how fast I get to these by now.

I'm actually really excited about how the boss encounters will play out now it's not so linear. It seems to me like they're moving almost to console/action-type bosses - with unusual extraordinary powers (hundreds of Urgozes, oh my). Either way, feeling like I'm fighting something special in a boss is a good thing to look forward to.

#5 Trey

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Posted 28 June 2011 - 08:05 PM

So...dungeon week?

#6 Tomppa

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Posted 28 June 2011 - 08:08 PM

I really love reading these developer articles, as gaming industry might be an option in my future. It also reminds us how people are working hard to bring the awesome game to us, it just wont appear to the game stores by itself.

#7 elixabeth

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Posted 28 June 2011 - 08:10 PM

Very cool post, nice insight and some exciting hints about Sorrow's Embrace! Can't wait to sink my claws into all the dungeon-y goodness.
Thanks, Will! :D

#8 Howl

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Posted 28 June 2011 - 08:17 PM

Trey said:

So...dungeon week?

???????

I don't like the article very much to be honest, not really something we haven't heard before.

#9 Grit

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Posted 28 June 2011 - 08:20 PM

Howl said:

???????

I don't like the article very much to be honest, not really something we haven't heard before.

It doesn't have to be new for us to like it. :eek:

I always enjoy hearing about how the different elements of GW2 are being developed. Arenanet loves to emphasize their iteration process, lol.

#10 Howl

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Posted 28 June 2011 - 08:22 PM

Grit said:

It doesn't have to be new for us to like it. :eek:

I always enjoy hearing about how the different elements of GW2 are being developed. Arenanet loves to emphasize their iteration process, lol.

It has to be new for me to like it, or am i not allowed to dislike anything here ? C'mon..

#11 Bandit17

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Posted 28 June 2011 - 08:22 PM

I really enjoyed the personal insight and the details on how the team is set-up and how they all collaboratd on Catacombs but seam to have their own primary dungeons as well. It will be like reading different books and picking my favorite author:D

#12 madman

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Posted 28 June 2011 - 08:24 PM

just digging up some old concept art here, but maybe an early design of the story mode boss?? Posted Image link if image doesn't work... http://wiki.guildwar...concept_art.jpg

Edited by madman, 28 June 2011 - 08:39 PM.


#13 Nemui

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Posted 28 June 2011 - 08:28 PM

Howl said:

???????

I don't like the article very much to be honest, not really something we haven't heard before.

Howl said:

It has to be new for me to like it, or am i not allowed to dislike anything here ? C'mon..


i have to admit that i was a tad disappointed by the end of the article, too (although he gave us a few small hints on Sorrow’s Embrace). but on the other hand it's just like the article said, he doesn't want to spoil the fun... sometimes i'm afraid i know too much about GW2 already and when i finally get to play it, nothing will suprise and fascinate me anymore. :(

edit:

madman said:

just digging up some old concept art here, but maybe an early design of the story mode boss?? Posted Image link if image doesn't work... http://wiki.guildwar...concept_art.jpg

whoa this thing is huuuge, just look at the human in the bottom right corner.

Edited by Nemui, 28 June 2011 - 08:31 PM.


#14 Amannelle

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Posted 28 June 2011 - 08:31 PM

OMG So much stuff this week! :D Thank you!

#15 Milennin

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Posted 28 June 2011 - 08:39 PM

Nothing really new, but it's always nice to read an article about development of things.8)

#16 BuddhaKeks

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Posted 28 June 2011 - 09:05 PM

Is anybody else hoping for some epic dungeons and boss battles in zelda-style? :cool:

#17 Lyssa

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Posted 28 June 2011 - 09:12 PM

Awesome, sounds like we'll be getting more dungeon articles coming our way shortly!

I just hope they make them hard. I'm talking DoA on initial release hard. Please have the balls to do it, A.net. The feeling of companionship you'd get beating a dungeon like that with 4 friends would be unmatched ^^.

#18 Wothan

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Posted 28 June 2011 - 09:19 PM

Now I just want to know what happened to Warmaster Grast

#19 Dzeko

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Posted 28 June 2011 - 09:19 PM

I can understand why people'd find this article interesting, but it isn't really for me. I'm still not sold on these dungeons, and I won't be until I've sunk my teeth into them, because only then can I judge. But the mentioning of how boss fights won't just be one tank, one healer and the rest of the players slamming their heads against the boss seems a little off to me. After seeing the videos of The Shatterer fight (yes, I know it's a DE and not a dungeon, but it's the only reeeally big boss we've really seen). It doesn't really seem like it's all that different. In fact, it's just everyone slamming their head against the boss. It'll be interesting to see if Anet can actually deliver on interesting boss fights.

#20 Alessi_9

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Posted 28 June 2011 - 09:29 PM

Amannelle said:

OMG So much stuff this week! :D Thank you!

It's ArenaNet's evil plot to take over the world. Release a load of new information to get everyone hyped and get some new people interested. Than go quiet again which gets even more people interested since they all want to know what ArenaNet is doing. And slowly but surely ArenaNet will have taken over the world :p

----
Interesting article. I do enjoy seeing the iteration process in ArenaNet. Goes to show that they won't stop working on something till they find it fun and enjoyable.

#21 Lordkrall

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Posted 28 June 2011 - 09:39 PM

Dzeko said:

I can understand why people'd find this article interesting, but it isn't really for me. I'm still not sold on these dungeons, and I won't be until I've sunk my teeth into them, because only then can I judge. But the mentioning of how boss fights won't just be one tank, one healer and the rest of the players slamming their heads against the boss seems a little off to me. After seeing the videos of The Shatterer fight (yes, I know it's a DE and not a dungeon, but it's the only reeeally big boss we've really seen). It doesn't really seem like it's all that different. In fact, it's just everyone slamming their head against the boss. It'll be interesting to see if Anet can actually deliver on interesting boss fights.

Seen several videos of that fight. And NEVER seen people just "slamming their head against the boss". There are loads of mobs, and just running straight at the Shatterer means more or less instant downed since some of his attacks seems to be very powerful.

#22 Vorpal

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Posted 28 June 2011 - 09:48 PM

Iron Forgeman Reloaded :cool:

Can´t wait to battle the Destroyers!!!

#23 Loken

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Posted 28 June 2011 - 09:48 PM

Good article. It's interesting (and very promising) that Jeff is directly involved so early in the design process of content like this. It really sounds like the whole experience, in story mode, will be a very cogent and compelling experience.
Got a question? Feel free to drop me a PM.

#24 Exhibit A

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Posted 28 June 2011 - 09:49 PM

So Sorrow's Embrace is another throwback to GW1. I bet it's the new name for Sorrow's Furnace, which already seemed likely. And we're going to be fighting a 'large mechanical boss'. Iron Forgeman anyone?

#25 Eramon

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Posted 28 June 2011 - 09:58 PM

Howl said:

I don't like the article very much to be honest, not really something we haven't heard before.

Agreed.

I imagine William is excited and wanted to share.

#26 Amannelle

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Posted 28 June 2011 - 09:59 PM

Alessi_9 said:

It's ArenaNet's evil plot to take over the world. Release a load of new information to get everyone hyped and get some new people interested. Than go quiet again which gets even more people interested since they all want to know what ArenaNet is doing. And slowly but surely ArenaNet will have taken over the world :p

----
Interesting article. I do enjoy seeing the iteration process in ArenaNet. Goes to show that they won't stop working on something till they find it fun and enjoyable.

But while we wait for them to have Asura week we can stare at the beauty that is Rubi's Rata Sum pictures :D :D :D

With how each dungeon is designed to be unique, I am SO eager to see if there'll be a sort of "beautiful" dungeon. So often MMOs just have dark, damp dungeons and the only beauty they have is an eerie beauty (which can be nice, but like all good things require moderation). It'd be nice to see something bright and shining sometime-- after all, the sunlight can be even more terrifying than the shadows in some cases.

#27 dansamy

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Posted 28 June 2011 - 10:03 PM

JR said:

Good article. It's interesting (and very promising) that Jeff is directly involved so early in the design process of content like this. It really sounds like the whole experience, in story mode, will be a very cogent and compelling experience.


Agreeing with JR.

I like articles like this that give us insight into the process behind what we see. For the player, we install a new game and, almost as if by magic, a character and a story unfurl in front of us. It's easy to forget that somewhere, sometime, a writer wrote the story and an artist created the character and the world it lives in. And a programmer had to translate it all do that our computers would understand it. I like hearing the writers, designers and artists talk about their work and the process the game goes through on its journey to going gold.

#28 Kotetsu Rain

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Posted 28 June 2011 - 10:59 PM

Quote

One of these threats comes in the form of a captured destroyer, forced by the dredge to fight the players.

250 years later and the dredge have improved their average IQ's? :p

Howl said:

???????

I don't like the article very much to be honest, not really something we haven't heard before.

And seriously? The blog is a place for everyone who works on the game to give us a more deeper, behind the scenes look at things but most importantly: It´s a way for us to actually get to know the people behind the awesomeness that is GW2.

QQ moar

Edited by Kotetsu Rain, 28 June 2011 - 11:04 PM.


#29 Morcotulcon

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Posted 28 June 2011 - 11:01 PM

Hey William, I just noticed some things in the dungeons videos that I would like to be fixed or answered by someone that really tried the demo(s), but I have to say that playing the dungeons looks AWESOME! Specially the Explorable mode. Great job!

Now, about the little issues. Since you're the one responsible for the ghosts and other dungeon mobs actions, I think you could make it even better by giving them the ability to move more while doing their skills, just like players.
We can see the mobs moving and using some skills, but MOST of the skills they make they are standing still and they don't dodge or run from the players skills. The gameplay and combat of the players themselves are awesome, but the mobs stop moving almost everytime they use their own skills to attack players.
This is not only for dungeons, it's for the entire game. Some fans already took notice of this earlier and Arena.net said that the mobs AI would probably be better later in the game devellopment. We can see some mobs move a lot when they attack that's true, but a lot of mobs stop most of the times they use a skill. At least that's what I can see in the demo videos.
And in the underwater gameplay the same thing can be said about the mobs movement but it's not when they attack. Why are fish so still in the same place underwater when they aren't atacking someone? They should be moving ALL the time.

Speaking of underwater: will there be dungeons played underwater? xD

#30 Masaget

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Posted 28 June 2011 - 11:17 PM

Nemui said:

i have to admit that i was a tad disappointed by the end of the article, too (although he gave us a few small hints on Sorrow’s Embrace). but on the other hand it's just like the article said, he doesn't want to spoil the fun... sometimes i'm afraid i know too much about GW2 already and when i finally get to play it, nothing will suprise and fascinate me anymore. :(

edit:



whoa this thing is huuuge, just look at the human in the bottom right corner.

You are right actually...it happened with me and some mmorpg, if you spend all day looking for new info about Guild Wars 2 you will finally play it and not feel that surprised at all, best way to do it is visit once a week and keep it in a low profile, just know when the game releases is enough, that is how I do it.

When the game finally arrives your first day will be mind blowing, not that epic if you spend all day before the release looking for some new info and you all ready know where and how, this and that...there and here.

I bet all if you (including me) have imagined yourselves all ready playing the game or thinking about it more then needed, I think that keeping it in a low profile is the success of having part of a big surprise when the game comes out and a great feeling wandering around the world they build, practically feeling like a total noob.





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